Game Walkthroughs

Madden NFL 09 Strategy Guide

This is not in alphabetical order by the way. These are just the terms and things that people who haven’t played football won’t know about, or just to help people with the lingo or new terms.

I know there is probably a lot I’ve missed, but all I want are the things  that are crucial, not the things that are too deep or not used often.
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Rules/Terms ———–

  • Coin toss – Flip of the coin to determine who starts with the ball. The  visiting team calls. The team that starts on defense gets the ball to start the second half.
  • Downs – The offense has four downs to gain 10 yards, barring any penalties.  If the offense fails, then the ball is turned over to the other team. That is why a team either tries a field goal or punts on 4th down.
  • Playclock – A smaller, secondary clock that counts down the time you have  to snap the ball.
  • Quarter – There are 4, each taking 15 minutes in real life, usually just 5 in video games since there is no need to huddle and such.
  • Half – The time between 2nd and 3rd quarters. Notable because unlike between  the other quarters, the possession and placement of the ball do not  carry over. So the end of the 2nd quarter is played much like the end of the game.
  • Overtime – If the score is tied after the 4th quarter, an overtime is played. It is sudden death in the NFL, where the first team to score wins. In college it is a series of “red zone plays” where each team has a chance to score and the first team to fail and match the other will lose. Of course AFL has the best OT where it’s two touches by both teams and then sudden death.
  • Two-minute warning – A timeout in the NFL at the 2 minute mark at the end of  each half. NOT a part of the college game. Touchdown – Having the football cross the line of the endzone. Worth 6 points. Point after try (PAT) – A short kick after a TD worth 1 point. 2 point conversion – Instead of the PAT, run a normal play worth 2 points
  • Field goal – A kick through the goal posts worth 3 points. These are best  tried from a maximum of around the 40 yard line on the opposing team’s side of the field.
  • Safety – When the offensive player with the ball is tackled in their own endzone. Worth 2 points and the ball.
  • Line of scrimmage – The line denoting where the ball is, and neither player  can cross it before the play. After the snap, the QB cannot make a  pass after crossing the line.
  • Endzone – The opposite end of the field when on offense.
  • Redzone – The area between the endzone and the nearest 20 yard line. Getting the ball into this area means you should at least put up 3 points.
  • Sidelines – The sides of the field. The clock is stopped when the ball is  run or thrown out of bounds.
  • Fair catch – When fielding a kick/punt, wave your hand in the air so that  when you catch the ball you will not be tackled. The ball cannot be advanced, so only use when defenders and closing in.
  • Touchback – When you wave your hands in the air when fielding a punt/kick in the endzone, when a player takes a knee in the endzone beforing running out of the endzone for a kick, punt, or interception, or  when the ball is kicked out of the endzone. The ball is placed at the  20 yard line.
  • Being down – The play ends when a player is down or goes out of bounds. In  the NFL a player is down by contact with a defender and when on the  ground. In college once the player is down on the ground, the play  ends and you cannot get up.
  • Pocket – The area behind the offensive linemen and between the tackles. The  QB cannot throw the ball away while in the pocket.
  • Receiver limits – Aside from only have 5 possible receivers, there can only be three receivers on either side of the center. There must be seven  players on the line of scrimmage, something that doesn’t affect  gameplay in this game.
  • Secondary – Any corners or safeties on the defense.
  • Strong/weak side – Refers to the side the QB can see, and usually used in  blitzes. Of course since it doesn’t matter in a video game, these  terms don’t mean as much.
  • Slot – When a receiver lines up anywhere between the o-line and the outside WR’s. Strong receivers at this position can spell nightmares for  thin secondaries.
  • Cut – Either when an RB changes direction, or when a receiver changes his  angle in a route.


Penalties ———

  • False start – When an offensive player makes a move like the ball has been snapped. 5 yards.
  • Offsides – When a defensive (offensive too) player is caught on the wrong side of the line of scrimmage as the ball is snapped. The play will still go on. 5 yards.
  • Holding – When any player holds a player. 10 yards, replay down.
  • Intential Grounding – When the QB throws the ball out of bounds while still in the pocket. Place where the foul occurred and lose of down.
  • Pass interference – Contact with a player after five yards from scrimmage. Ball is where the contact was made. Usually never called, so get used to it.
  • Delay of game – Offense letting the play clock expire. 5 yards.
  • Face mask – When a player pulls another player’s face mask.
  • Illegal block – When a player is blocked in the back who is not the runner.
  • Clipping – Blocking a player below the waist who is not the runner.
  • Kick out of bounds – When a kickoff goes out of bounds. The ball is placed on the 40 yard line.

Player Positions —————-

  • Quarterback – The guy who takes the snap from the center and will either hand the ball to a running back or try to pass. If he is tackled behind the  line of scrimmage it is called a sack. Scrambling QB’s are a must if you lack strong receivers or tend to hold the ball for a long time or lack a good o-line.
  • Running Back – Takes the ball from the QB and runs. He can also block or run a route like a receiver. Running backs can be speedy or powerful.
  • Wide Receiver – Tall and fast players that catch the ball.
  • Fullback – A bigger player that is used in I-formations as a blocker for the  running back. He can also run the ball and even catch passes.
  • Tight End – Bigger wide receivers that catch passes in the middle of the  field. This is because they line up at the ends of the offensive line. Because of this they can also block.
  • Center – The middle offensive lineman that snaps the ball.
  • Offensive guards – Two offensive linemen on either side of the center.
  • Offensive tackles – Two offensive linemen on the ends of the line.
  • Defensive tackles – Defensive linemen that bring pressure up the middle.
  • Defensive ends – Two players on the ends of the defensive line, usually the  fastest linemen that provide the pass rush.
  • Linebackers – Three by default, one middle and two on his side. They can  cover, stop runs, and blitz. Some power teams in the NFL like the  Pats and Chargers like to run 3-4 defenses with 4 LB’s and one less lineman.
  • Cornerbacks – Speedy defenders that cover the WR’s.
  • Safeties – Two defenders that are meant to protect deep passes, or cover TE’s or extra WR’s.
  • Kicker – Player who kicks field goals or kickoffs.
  • Punter – Player who punts the ball without the aid of a tee on 4th down when you are willing to freely give up the ball.
  • Kick Returners – Two players near the endzone that run back kickoffs. It is  sometimes wise to not return kicks out of the endzone.
  • Punt returner – One player that returns punts. Will often need to fair catch, or spin out of tackles.


Offensive Plays —————

  • Kickoff – Kicking the ball to the other team between at the start of halves, and after scoring points. You are kicked to after a safety.
  • Punt – Usually a 4th down play when beyond the 40 yard line of the other team’s side of the field. Punts can be kicked out of bounds and the ball is placed where the ball left play.
  • Fake kicks/punts – Only wise when the opponent is committed to a block set, otherwise you’ll need a good runner/passer.
  • Onside kick – During a kickoff a team can kick the ball short in order to try and recover. The kicking team can only touch the ball after it  travels ten yards. If the ball goes into the air without touching the ground, the fielding team can fair catch.
  • Run – When the QB hands the ball or pitches it to the HB/RB/FB.
  • Pass – When the QB drops back and passes the ball forward. An offense can only forward pass the ball once.
  • Play action – When the QB and HB fake a run play to open up a pass. Best used after many successful runs. Block – The O-line are blockers only, but on some plays the receivers are  just used as blockers. During a run, any friendly players can be  used to block defenders.
  • Option – When the QB runs with the ball and has the option to hand the ball  off to the FB, pitch to the HB, run with it, or sometimes pass. Not  wise if the defense is spread out. Keep in mind you can lateral beyond the line of scrimmage.
  • Flea Flicker – When the runner runs to the line of scrimmage, then tosses the  ball back to the QB who passes it, usually to a wide open man deep. Not seen in many playbooks in this game.
  • Draw – When the QB drops back like a pass, but hands the ball to the runner. Best used when the defense is expecting a pass and is spread out.


Defensive Plays —————

  • Man Coverage – The defenders either attempt to read and play the route of a  receiver, or just follow them.
  • Zone Coverage – Defenders back up into zones on the field and defend from that zone. Strong against the pass if there is a pass rush.
  • QB Spy – Is one player that anticipates the QB running. They are the tiny orange circles when selecting a play. Mixed Coverage – A few rare plays offer both zone and man defenses.
  • Prevent – These defenses drop all except a few linemen back into coverage.  Used only to defend a lead in the closing seconds of a game.
  • All-In/Max Blitz – In this game it’s called “Engage Eight” where all but  two corners and a safety blitz. Not wise against the CPU.
  • Tackle – The tackle is the end of an offensive play, that or out of bounds or  a TD. The sooner you bring the ball-carrier to the ground, the  less yards they can gain.
  • Blitz – When any player on the defense other than the linemen rush the passer. Key to applying pressure on the QB if you lack a pass rush (which you always do on higher difficulties). Blitzing can be beaten if it is  expected; usually with a fly pattern to the TE.
  • Pass Rush – The basic rushing of your linemen, usually the DE’s. A good pass rush means you can focus your other players on other assignments. Bad pass rushing means you’ll need to blitz to apply pressure. No pressure and an average secondary allows the offense to pass all the way down  the field.
  • Sack – When the ball-carrier is the QB and he is brought down before gaining yards or passing the ball. This shortens the downs the offense has to work with and of course forces them to gain more than 10 yards.
  • Pass tip – Simply when a pass is batted out of the air. Sometimes leads to an INT, but mainly just an incompletion. Similar in theory to a sack.
  • Incompletion – Aside from dropped balls, the defense can force an incompletion if the receiver doesn’t establish control of the ball before dropping it, otherwise it’s an fumble. A forced incompletion is when the  receiver is hit immediately upon catching, usually while jumping. Interception – When the ball is caught by a defender. The defense and offense prior to the INT will change sides and the interceptor could score a  TD, even lateral the ball. Fumble – When the ball is in control by someone and is dropped before the  ball-carrier is down. The ground cannot force a fumble.
  • Touchdown – A defensive TD is the best way to win a game. Defenses that can get INT’s and score will allow the offense to be as bad as it needs to be. Three and
  • Out – If the offense fails to score and must punt, then the defense has essentially forced a turnover if the ball started around the  offense’s own 20 yard line.
  • Goal line stand – Once the offense reaches within the 30 yard line of your side of the field, the objective is to prevent a TD. A stop on the  goal line is almost like the defense scoring 4 points in that 3 points is all a highly successful drive comes away with.
  • Safety – The ultimate defensive play is to score a safety worth 2 points.  This is because the offense who allowed the safety does not get the  ball back.


Formations ———-

Keep in mind there are many variations, but I will only cover the basic  formations.

  • Ace – The base formation with two TE’s, one HB, and two WR’s. Doesn’t give the defense any indication what you could be running as you could  do any play.
  • I-formation – Uses a HB, FB, and then any combination of TE’s and WR’s, usually more TE’s. Offers many different runs and play actions. A good counter if the defense is expecting run is to pass.
  • Shotgun – The QB stands a few yards behind the center and the ball is long- snapped to him. The shotgun offers the best passing plays, but weak at running and play action; offenses with running QB’s can run anything  from the shotgun. Shotgun also helps fend off blitzes as the QB is  standing farther from the line.
  • Strong/Weak – Usually a kind of I-form that places the FB to either the right or left (strong or weak relative to the QB’s vision).
  • Goal line – Variation of Ace formations that can place extra linemen at the  tight end positions and make them eligible to receive a pass. These  are exclusively runs or play actions, and of course should only be  used when you need a yard or so.

*If you see these numberings when picking a play, 3-3-5, it means linemen/ linebackers/secondary players.

  • 4-3 – The base formation. It denotes the base four linemen and three linebackers. This formation is used to block either passes or runs.
  • 3-4 – A less popular base defense. It means three linemen and then four  linebackers. It’s not necessarily to strongly stop the run. It’s best used with speedy LB’s that can cover, but also to blitz as the offense will have a harder time knowing where the blitz is coming from.
  • 46 – Same as the 4-3, only the strong safety plays next to the LB’s. Strong against the run, but can also be ready for the pass.
  • 4-4 – The SS of the 46 is replaced by a LB to commit to stopping the run. Nickel – Any formation using 5 defensive backs (safeties and corners). These heavily favor the pass, but you also spread the field for lateral runs while not completely abandoning the run.
  • Dime – The use of 6 defensive backs. Only use late in games to preserve a lead or prevent the deep pass.
  • Quarter/dollar – Defenses to use an extra safety/WR to specifically defend  hail mary’s.
  • Goal line – Adds an extra DT, drops the safeties, puts in more linebackers, or many other combinations as there is no need to defend a deep pass.
  • Kicks – Just your basic kick formation. You could also try a run or pass, but only if you have the players to do it or think you’ll pull it off.  Keep in mind the CPU in this game defaults to safe man plays.
  • Kick defenses – You either run with everyone or go into a safe formation where guys are ready for a fake kick run or pass.
  • Punts – A few variations to protect the punter, but they all work the same since the only way to block a punt is if someone busts through the  middle of the line in these games.
  • Punt defenses – You can either plan a return or block. Returns are good between when the offense is punting from their red zone or anywhere after. Blocks are okay on the goal line and when the offense is punting from deep into your territory.
  • Kneel – When there is just a minute or so left, you are on first down, and  the defense is out of timeouts, this play means you win the game, so long as you keep kneeling until time runs out.

Pre-Play ——–

  • Hurry-up – Quickly getting to the line when short on time.
  • Spike – Toss the ball to the ground to stop the clock, when the game is almost over. You lose a down. You can fake, but that works best in the real game.
  • Fake snap – An attempt to get the defense to jump before the snap. Works  against the CPU if you have been snapping the ball at the same time for many plays. Overuse this and you can get your own guys to jump. In Madden 09, it seems d-linemen finally don’t default to jumping the snap, so this is not needed against the CPU, much.
  • Jump snap – If the offense is snapping at the same time, or you are willing  to gamble, you can jump the snap as a lineman or LB and get ahead of  the snap. Instead of reacting to the snap, you are going with the  snap.
  • Playart/Coach’s Cam – The ability to see the play routes and schemes on the  field. Easy to use against the CPU, and can be bluffed when playing  in person. Could even be used to create a fake snap against live opponents.
  • Motion – Moving a player from one side of the field to the other. Keep in mind you can only have three receivers on one side of the field, and if  there is motion in the play (green lines), then you cannot call  another.
  • Audible – A call to change the play from one to another. This game allows some pre-set audibles or quick audibles that do not change the formation. You can change the set audibles in the options of the game. Can be done on either side of the ball.
  • Flip Run – For a run play, change its direction if you see a weakness in the  defense on one side.
  • Hot Routes – Calls out one player to run a different route. You can call more than one of these and combine it with motion for completely new plays based on the defense given. The defense can even run these, or if  you play a blitzing position you can just do what you need to change.
  • Quiet/Pump up crowd – Defense will pump up the crowd and the offense can  quiet the crowd to affect how much noise the crowd makes. Crowd noise can have an affect on audibles and playart if you are losing.
  • Slide Protection – Moves the offensive line to one side or tells them to  pinch or spread out.
  • Defensive line shift – Moves the d-line to one side or pinch/spread. Linebacker shift – Moves them, tells them to blitz, or puts them in zones.
  • Coverage audibles – Tells all pass defenders to play in many different ways.


Moves —– *There are stats for all of these in each of your players

  • Juke – You run toward a defender and then slightly jump to the side away from him to make him more likely to miss you.
  • Spin – You spin around to make the tackler go right past you. You must spin in the right direction, and you need to spin at the right time. Sometimes works as you are being tackled.
  • Hurdle – Good for bigger backs to use as guys will sometimes go for your legs more often. It’s a risk on other guys since being in the air raises  the chances of fumbling.
  • Stiff arm – You stick your arm out to deny a would-be tackler who isn’t  coming at you strongly. Best to use when running parallel to a defender or when turning a corner.
  • Highlight stick – Just raises your likely hood of breaking a tackle. Good if  the other moves wouldn’t help you.
  • Catch – Ability of the receiver to catch, and if you do it you must in the  right position.
  • Pump fake – Faking a pass as the QB to make the defender jump the route.
  • Lateral – Hand or pitch the ball to a nearby offensive player if he is in a  better position to run the ball. A dropped lateral is a fumble.
  • Dive – Jump to the ball-carrier, but from too far away the tackle could fail, or a spin move would avoid it. Only use when the defender is pulling away or he’s coming at you to at the least slow him down.
  • Intercept – Only good catchers can intercept, as poor intercepting defenders will maybe get in the way.
  • Swat – The defender just tries to knock the pass down, which is best for  all defendes to make the pass miss.
  • Strip – Attempt to make the ball-carrier fumble the ball by force. I’ve never seen it work, but you are free to try.
  • Strafe – Just makes you stay looking forward as you move. Good if you want to  break on a pass, but makes you easy to run past.
  • Hit Stick – A high hit on little guys could hurt them, and a low hit on big  guys is an easy tackle.
  • Power/Bull Rush – On a blocker, this move drives into them.
  • Finesse move – On a blocker, this move will either spin or swim around the blocker.
  • Hands up/Bat ball – On a blocker you will stick your hands up if you will not reach the QB in time or are in his passing lane.

Routes ——

  • Fly/Go/Streak – Run straight up the field, and aside from outrunning the CB, the route can be used to draw the safety and CB to leave open some of  the field. A handy hot route for TE’s or slot receivers if you sense a  blitz.
  • Drag – Runs a few yards and turns around to the inside to catch the ball
  • Hitch – Fakes a deep route to just turn around and take the ball
  • Fade – Use against press coverage to beat it and have the ball in the air as  the receiver is breaking free. At good route to throw the lob.
  • Curl/Come back – Receiver runs straight up like a fly route, then turns to  catch a ball. Best used against man coverage, but you have to pass  before the receiver turns around.
  • Wheel – Receiver runs to the sideline, then up the field. Not very well executed routes in this game. Slant – Receiver runs at an angle up the field. Useful for blitzs when the  LB’s are coming. Also useful in sending receivers to the opposite  side of the field.
  • Sluggo – Fake a slant and then run up field. Flat – Any route that stays parallel and within a few yards of the line of  scrimmage. Usually the “check down” if the down field routes are  covered.
  • Swing – I believe this is any route that fakes a flat and then turns it up field.
  • Post – Run up the field about 10 yards, then cuts to the inside of the field  at an angle.
  • Corner – Same as the post, only to the sideline. Best to use touch to the far outside or these will always be tipped on bullet passes.
  • In/Out – Run up the field then turns either to the inside or the sideline. Used to be the best routes in games, but hard to get off in recent EA titles.
  • Crossing – When the receiver runs parallel to the line of scrimmage to the  other side of the field. Can be short or deep.
  • Slip – These are blue routes when choosing a play. The receiver, usually a TE, will block and after a short time run a route. Best used to counter aggressive defenses, or as a checkdown.
  • Screen – When the HB and some of the offensive linemen run along the line of  scrimmage to receive a pass. The idea is to lure the defense to the  QB and then pass to the HB who will run up the field using the  linemen as blockers. Best used against blitzes, but have a low rate of success in this game. Can also be used as slip screens.
  • Flanker screen – Same as a normal screen, but for a WR. Much more risky than a normal screen.
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1 comment

IOWNU June 20, 2011 at 9:27 pm

You call this a guide? It's more like a weak attempt at a review than anything. I got more out of reading the in-game description than could be gleaned from this garbage. Your knowledge of the game is apparently as shallow as your appreciation for good football, since you bag on the best team in NFL history. The interweb is running out of space & it shouldn't be wasted on your drivel.

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